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Found 2 results

  1. Welcome to this guide on how to make and play a hero deck. This guide will go over all the ins and outs of the deck, how to play & pilot it, as well as more advanced tips on this deck. But 1st : What is a "Hero" deck ? A hero deck is a special kind of deck based on playing legendary units instead of normal ones. It revolves around 2 main synergies : 1) Giant shelter : Jorne allows all your other legendary units to take -50% damage while being around him. It is a really powerful ability, halving damage taken and making your sustain 'twice' as effective (1 damage healed require 2 taken to be negated) but is even more powerful with : 2) Promise of Life B + nasty surprise / dreadcharger. + This combo allows you to kill your legendary units under the effect of promise of life. But what for, and why the "weaker" B affinity you might ask ? Because this combo allows you to suicide your heroes under the effect, and because there's a delay of 10s before resurrection, you can in the meantime summon a new copy of your hero units, bypassing the 1 unit limit on legendary creatures. Furthermore, the resurrected units still send 90% of its power back to the void. This is what we call in BF "unbinding" a unit, which is an extremely powerful effect. Since the power dedicated to the unit is freed & sent back to the void, it is the equivalent of having a unit & gaining power equivalent to 90% of its value. We now have our basic synergies, an army of doubled legendary units, half unbinded, and under the permanent effect of Jorne's Giant shelter. Note that because you have 2 Jorne, each will benefit from the buff of the other one, while normally Jorne cannot benefit from its effect. Now time to make a deck : is the best orb order for our deck. T1 : As of writing this guide, Nature start is superior to shadow start in rPvE. The heart of any good nature start in rPvE is composed of this combo of cards : +++ Windweavers are the main damage dealers of nature at T1. Though their kill speed of spawners is a bit low for their cost, they more than make it with their multishot ability when comes the time to clear the remaining enemies NPC. 1 Dryad B + surge of light gives your group of windweavers the tankiness they require to do their job. You will notice there's no shaman at T1. For less experienced players, you must know that shaman are only good in long T1 phases where their continued healing over times make up for their high binding cost. But in rPvE they are a liability. Each shaman is 1 less winweaver to kill stuff, and more importantly to kill spawners which can respawn infinite number of units unless dealt with. Last, the outburst of surge of light is, in this scenario, far superior to the long drawn out benefit of shaman. The core idea of nature start in rPvE exp & exp+ is 1 dryad and a pack of 6-7 windweavers. Which now bring us to ensnaring roots. Roots is ideal to give time to your pack of windweavers to "rush" and take down the spawner, by rooting enemies in the meantime. Though you can still get shot by ennemies, a number of dangerous melee units can be kept at bay while you focus on the spawner. This card also has applications in different scenario (delaying waves at T2-T3, giving you an escape root at T1, ...). I advise ensnaring root over hurricane : hurricane is only useful against S units. In rPvE, the faction against it is the most useful are bandit, twilight, and bandit+stonekin. The thing is, these 3 factions are the easiest to deal with at T1. When facing fire, nature or lost souls, root is better, and since those factions are harder to take down at T1, it means root > hurricane. In general I save 6 slots for nature at T1. I always save 1 for mana wing : The card is important for 1 reason only : Lost soul. As the hardest enemies, you need to be able to deal with them. And unfortunately LS npc units have access to a bunch of S knockback effects, making your windweavers completely useless, even more when you are trying to focus a spawner. Against, them, the "best solution" is a big pack of mana wings supported by 1 or 2 surge of light. You rush the spawners & focus it, then try to leave. Let's be clear, with treefiend and Lost vigil being M counter ranged units, your pack will melt in instant, but it is the "least bad option" we have in nature against such a foe. It is also not bad to deal with lost dancers & the explosive ground beetles, as well as the manabeast, during the inevitable counter attack, since those can't reach your air units. That leaves us with 1 more slot. This slot is a bit of a flex, you don't have to take it for a T1 card and can try to save it for another tier, but I find it more important there as a good support in many situations. For me, the 2 best choices are : 1) Primal defender. The card offers you an answer to air units, for both the T1 & T2 phase. It is also good to save time when expecting a counter attack after sniping a spawner, and is overall a good T1 tower. It is my favoured option. 2) Fountain of rebirth. Now that one is far more team dependent. The idea is this : if you have fire allies which play packs of strikers at T1, and are willing to support you with their spells, it is worth it to build fountain to support them, particularly in 4 players set up. Having 3 fire players with their strikers supported by your fountain can help them a lot, and in return, once they have dealt with their camps, you can expect all 3 players to support you with their spells, speeding up the overall clearing process. So in this configuration, it is worth it. Players often take mumbo jumbo R in their deck at that slot. I'm not found of it in this deck. We got ways to deal with boss, so the spell is less useful in later tiers. At T1, it is worth 300 damage on a spawner, but it can't be stacked, and it is useless against Lost soul since mana wing doesn't grant you ground presence. Lastly, or must be added to the deck for later. I prefer nasty surprise over dreadcharger, but both work. T2 : Best option as of now is the good old shadow phoenix + embalmer's shrine combo : The shrine basically "reduce" the corpse requirement of the phoenix resurrection ability from 2000 down to 625 (technically it is corpses are worth +220%, but the result is the same). You need to construct the shrine ASAP at T2. Then summon a pack of 5+ phoenix (depends how tough the camps are), wait until the shrine ability is up, charge the camps, use the ability, and banzaï !!! You can probably wreck the whole camp with little support, and even take down the second one (in that case build 2 shrine for permanent effect). Nothing more to say really. The deck does have this card however : Power shrine is a strong void return card quite useleful for later, and you can start building it at T2. The alternative (and worst) option is shrine of memory. It isn't as good as power shrine in our deck, but it is a viable replacement. If possible, try to build power shrine at T2, so it is up when you need it later. T3 : Best option as of now is the good old shadow phoenix + embalmer's shrine combo : But Wait ! You already wrote that for T2, we're T3 now no ? Well, turns out the combo is so strong that you can abuse it in T3 also. And if there's another camp next to your T4, you can also use it there too ! But yes, we also have some T3 cards. With access to power shrine, enlightenment allows you to instantly spawn a T4 unit. Though I will review them below, the best unit of your roster to summon is Umbabwe in 99% of the time. The shaman of blight is insanely powerful, and as long as your ally provide some frontline, he can take down a camp by himself. His fire tornado will make quick works of XL units and named boss at your T4 orb. We also start to add some healing in our deck for later, but it can still be useful at T3, and is a great card for our deck. Of course, must also be added for our combo. T4 : That's where the magic begins. We rely on 4 T4 heroes : Now you should have 1 umbabwe at T4. If not start with him. Combo is this one : summon your T4 unit, activate power shrine, cast promise of life B, cast nasty surprise, wait ~4 seconds, summon the same T4 unit again. All 3 cast will benefit from power shrine, allowing you to consume your void pool instead of your power pool. And since you refill this void pool with the power of your own sacrified units, you can imagine how beneficial this is. We got 3 remaining deck slot : 1) Regrowth is our main sustain option at T4. 2) Unholy hero. It is there to combo with 1 of your Umbabwe fire tornado. Both umbabwe fire tornado can do up to 10k dmg. With unholy hero, you are looking at 20k, ideal to deal with a boss. And against building, a fire tornado with Unholy hero will deal 4800 dmg to it. There's a more advanced combo with raven archwalker ability, unholy hero, and 1 of our spell like regrowth or enlightenment, allowing you to deal around 20k damages in a huge area, since unholy hero does increase the damage of our archwalker ability. 3) This slot is a flex one. I have added creeping paralysis as a crowd control in our deck, notably against units like twiligh evil eyes or Lost dragon. Other cards which can be added include : Incredible Mo, Mind control, green peace, healing garden, revenge, thunderstorm, transcendance, ... In term of strategy, you must summon 2 umbabwe & 2 jorne, they are the anchor & damage dealers of the deck. After that, you can start pushing and clearing. Ravenheart & raven archwalker can be added later, and will benefit from the fleet support mechanic to move at normal speed (2 raven archwalker, or 2 ravenheart can benefit from each other). I personally prefer to add the archwalker 1st, but it is a preference at this point. Use your 2 main heals, regrowth and equilibrium, to keep your units alive. It shouldn't be too hard with Jorne passive. Umbabwe is your main damage dealer, and can provide needed cc if the situation requires it. Jorne ability gives you an easy way to deal with buildings. Late boss can be killed quickly : 2 fire tornado + unholy hero + 2 harpoon shots, and you are over 25k in single target damages. After all that, let's answer a few remaining questions you might still have : Do I need promo card for this deck ? What about promo jorne & promo ravenheart ? No you do not need promo cards for the deck. 1st, we don't really have the slot for that. We would have to cut the combo, but the combo is what is interesting because of the unbinding process. We also want 2 jorne, for the passive, and 2 umbabwe for his insane dmg. Promo jorne brings nothing to the table there, 2 jorne is enough. Ravenheart "could" be interesting because 1 ravenheart limits you to 3 summoned ships. Since the promo is a different card, we could have up to 6 ships. 2 problems however : 2 jorne + 2 umbabwe + 2 archwalker + 2 ravenheart and 3 ships is already 96 population. We would be limited to 2 additional ships anyway, not 3. Furthermore, ravenheart is often the last unit summoned, by the point you get to summon ravenheart + promo ravenheart, you won't have the time to use the ability twice before the map is over, limiting you to 4 ships. Is it worth it to sacrifice part of our combo for +1 raven ship which stats aren't amazing anyway ? By experience, I can tell you no, it isn't. So original + promo is out of the question in the deck, for practical reasons (now if you prefer the look of the promo over the original, it's something else). Why only these 4 heroes ? Why not Mo or Lord Cyrian ? We are limited to 4 charges on promise of life B, and in term of deck slot. The 4 heroes chosen are the strongest we have access to. Jorne & umbabwe are essentials, 2 ravenheart + 3 ships is better than 2 Mo or 2 Cyrian, and raven archwalker range attack is insane, both to snipe buildings with unholy hero, and to use its ability. Furthermore, since we have access to power shrine and enlightenment, there's no need for a weaker hero at T3. Is this deck any good in expert ? It looks like a sympathetic off-meta deck, but nothing more. When I started the deck, it was. But power shrine, umbabwe and the change to the support fleet mechanic in Patch #400050 have made the deck a viable option for expert and expert+. I would estimate the power of the deck to be around pure nature forest elder G + primeval watcher with promise of life G combo on the 1st elder. The deck is no S tier, but it can hold it's own. Power shrine helps your teammates, and getting 2 jorne and 2 umbabwe is slower than single units deck, but as fast as getting 2 batariel with 1 under fire force B + some spare energy for a dying breed and unity cast, or getting your forest elder killed and summoning a bunch of primeval watcher just after. So starting speed at T4 is good enough, and clearing speed is too. The deck does show some limits when faced with a post T4 camp with a strong boss early on, as well as against some of the strongest late game camps, or when 2 strong post T4 camps are merged. But outside of the hardest configurations, the deck is good. It isn't too slow to push, and clear at a reasonable speed. I hope this guide will have helped you discover and appreciate this hidden gem that I call : "The Hero Deck"
  2. Hi guys, have been playing for a while now. I often play PvP sparrings to test new units. I always liked the idea behind legendary units, but I dont think they are viable in PvP right now. Their abalitys dont have enough of an impact for the power costs. 1.Rogan Kayle is ok but could need a little buff. 2.Viridya should be a M counter. Cause she is a S counter right now, but she knocks small units back and then does not even hit them fully. So she does like no dmg. 3.Moons abality costs waaaay to much. While she herself costs too much too. These are the cards, which could be very interesting if buffed right.
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